I've been reading over some of the roll to dodge stuff here, and decided to try my own system.

Edit: Disregard this post. The system has been changed.

Basically, in most situation, one of the 5 stats (Agility, Strength, Charm, Intellegence,and Luck) will be used to judge how a character does. Each character has several modifiers for each stat, based on race, class, equipment, and other things.

Example: An level 1 elf ranger wants to dodge a fireball, and shoot three arrows at the guy that cast it:
I roll 1d6 AGI (this is based on level.), and get a 4. I add 4(elf), and 2(ranger)
Success! he dodges the fireball.
Then I roll for accuracy: 1d6AGI, get a 2, add 4 (elf), add 2 (ranger)
Success! each arrow hits.
then i roll for damage: 1d4, get a 2, add 1 (luck), add 1 (longbow)

feel free to toss ideas at me, i can post more details soon.)

Last edited by thade on Fri Jul 30, 2010 7:29 am, edited 1 time in total.

I would like to see more classes and perhaps fewer races. With races, people can sometimes have trouble keeping track. About 5 min and 8 max is ideal, I've found.

Classes, however, are something you can't quite have enough of, which is downright confusing to me. One would think they'd be no better off than races.... I would suggest about 3 or 4 for every race. Not that they have to be specifically oriented towards those races, it just provides a nice variety.

Also, I think some of the misc. bonuses might be a bit off.
For instance, I would give Orcs as much as 3 or even 4 STR to make up for the crappy CHA and DEX.

In general, you would want the stats to "add up" to about 3 or 4 total. So even so Orcs are a bit weak, where Elves for instance are a bit strong.

So, here's what I would do to your Races, with a few of my own thrown in (Classes later):

Elf: +2 AGI, +3 DEX
Graceful warriors that align with a certain element. Skilled with a sword and a bow. Can cast limited magic.

You know what you people should do? Get together and make one system... There are already tons of new kinds of rpg/combat systems in here. If you tried to make a joint project, things could come out better, being the product of various ideas and opinions.

Leveling up:
when a character gets enough xp, they level up.
leveling up gives players new skill points which they can use to improve their stats (explained later), and sometimes new abilities.
players spend skill points on individual stats, becoming stronger in that area. each skill point is +1 to that stat. if a stat has enough +1 bonuses, it grows a step.
To grow a step, a skill needs to have as many +1 bonuses in that stat as the last step.

d2(not used)>d4>d6>d8>d10>d12>d20
so, to grow a step from d6 to d8, you need d6+4

EX: sir george just leveled up, and has 3 skill points. he wants to spend these on INT (1d4)
he spends 2 points, which means INT grows to 1d6. He can then spend the remaining point to make INT 1d6+1

Also, i have new ideas, full level and skill curves, spells, and all sorts of stuff.

I was debating whether or not to remove them. I think I will bring them back. I was thinking of them as "bad guys",but I think they'd be cooler as good guys, or just neutral. Plus, I need someone to use scimitars.

Updates:
I have 16 monsters, and a dungeon finished. They need a bit of tweaking, but other than that, it's almost ready for playing.